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How does Create Component from Bitmap work in Aspire, and why should I use a 16-bit TIFF for grayscale heightmaps and photos?

Updated Oct 13, 20266 min readAspire only

Overview

Create Component from Bitmap automatically creates a 3D component from an image by interpreting pixel brightness as Z height. White is the highest and black is the lowest. It is used for 3D reliefs from grayscale heightmaps, terrain maps, AI-generated depth images, texture bitmaps and any image where brightness meaningfully maps to depth.


How Brightness Becomes Height

  • Pure white (255, 255, 255) is maximum height.
  • Pure black (0, 0, 0) is zero height (no contribution).
  • Middle gray (127) is about 50% of the maximum height.

A photograph does not automatically work well for faces. Bright highlights (forehead, nose tip) become high points and dark shadows (eye sockets, under the jaw) become low points. That matches anatomy on a well-lit frontal portrait but fails on side-lit or high-contrast images.


Two Ways to Use the Tool

  1. Make sure no bitmap is selected in the 2D view.
  2. Click Create Component from Bitmap on the Modeling tab. A file dialog opens.
  3. Pick your image file. The software converts it directly into a component.

Why this is better: this route bypasses the conversion that happens when you import a bitmap, which can reduce the number of shades in the image. The documentation calls it the best way to convert bitmap files to components, and says it is especially important for 16-bit images.

Method 2: Convert a Selected Bitmap

  1. Import the image as a bitmap with the Import Component / 3D Model command (File > Import).
  2. Select the bitmap in the 2D view.
  3. Click Create Component from Bitmap. A new component is created with the same name as the original image.

This works, but for precision work and 16-bit images use Method 1.


8-bit vs 16-bit Images

8-bit grayscale (standard JPEG, PNG and most files):

  • 256 possible gray levels, so 256 possible height steps.
  • Smooth gradients can show visible "staircase" stepping in the 3D model.

16-bit grayscale (for example 16-bit TIFF or PNG):

  • 65,536 possible gray levels and far smoother gradients.
  • Useful for terrain heightmaps and depth data exported from 3D software.

Critical rule: converting an 8-bit image to 16-bit in an image editor does not add precision, because the extra data is not there. Use a 16-bit source from the start, and bring it in with Method 1.


Image Formats

  • TIFF: supports 16-bit and is a dependable format for heightmap data. If your source software can export a 16-bit TIFF, use it.
  • BMP, GIF and standard JPG files: treat as 8-bit. JPG compression also damages smooth gradients, so avoid it for heightmaps.
  • Check that any other format you use (for example PNG) really saves 16-bit grayscale from your software before relying on it.
  • With only 256 height levels in an 8-bit bitmap, each step can show up as stair-step banding on smooth areas, which becomes visible contour rings when machined.

Modeling Resolution Matters

The quality of the component also depends on the Modeling Resolution in Job Setup. A low-resolution job can limit the detail you get from a high-resolution image. Set the job size to fit the carving area instead of the whole machine bed, so the resolution is spent where the model is. If you still see banding with a 16-bit image, check the Modeling Resolution. See the entry on Modeling Resolution.


After Import: Key Adjustments

The component is automatically scaled and set to Add by the software, so it typically needs editing:

  1. Size and position: use the transform tools in the 2D view to resize and move it.
  2. Height: open Component Properties (double-click the component) and set Shape Height. A thin texture may need only a small fraction of an inch and a relief detail somewhat more, so start low and judge it in the 3D view.
  3. Combine Mode: change it from Add to Merge if that suits what is below it.
  4. Smoothing: use Smooth Components or Sculpting with the Smooth tool if the result has staircase artifacts.

What It Is Good For

Grayscale heightmaps (best use): images designed as depth maps. Sources include:

  • Relief Maker, a separate program that converts a 3D model into a lit heightmap image.
  • Depth or height maps exported from ZBrush, Blender or other 3D software.
  • AI tools that estimate a depth map from a picture (see the next section).
  • Terrain and topography data.

Wood grain textures: a high-contrast wood grain photo can become a realistic grain texture component when the lighting contrast is strong.

Decorative patterns: black-and-white or grayscale geometric patterns convert cleanly and are a good tile for Create Texture Area.

Lithophane preparation: an inverted grayscale portrait can serve as the depth map for lithophane-style carving. See the entry on creating a lithophane in Aspire for the full workflow, material and settings.


Making a Depth Map from a Photo or AI Image

A common workflow for photos and AI-generated artwork:

  1. Start with a reference image that has a clear subject and separation from the background.
  2. Produce a grayscale depth map of it with an AI image or depth-mapping tool, where lighter areas are closer (higher relief) and darker areas are farther (lower relief).
  3. In an image editor, convert it to true grayscale and adjust contrast or levels to push highlights brighter and shadows darker. Save it as PNG or TIFF (avoid JPEG, whose compression creates noise).
  4. Use Method 1 to create the component, set the Shape Height so the deepest area stays within your material thickness (leave a finishing allowance), and check the 3D preview.
  5. Refine with the Sculpting tools: smooth transitions, reduce noise and push key features such as the nose or brow. Add borders and text as separate components.

The result is only as good as the depth map, and a low-contrast depth map produces a flat relief.


Relief Maker Workflow

Relief Maker is a third-party tool that converts a 3D model (OBJ, STL and similar) into a heightmap image you can bring into Aspire. Load the model, choose the viewing angle, export the heightmap, then use Method 1. Some users prefer this to importing an STL directly for complex characters.


Common Mistakes

  • Importing the bitmap as a tracing image first and converting that, especially for 16-bit files.
  • Expecting a regular photo to produce a good face relief automatically. Light areas become high and dark areas become low regardless of the actual anatomy.
  • Not adjusting the height after creating the component, so it is far too tall for the material.
  • A low-contrast image, which gives a very flat component. Raise the contrast in an image editor first.
  • A low-resolution image, which looks pixelated in 3D. More image pixels give more detail.
  • JPEG heightmaps, where compression artifacts create subtle noise bumps in the component.

Sources and further reading

Create Component from Bitmapthe software maker's documentation (opens in a new tab)#181: How to Quickly Make 3D Models with Free AI Toolsacademy.learnyourcnc.com (opens in a new tab)Reliefs in Aspirereliefmaker.com (opens in a new tab)
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